Search This Blog

El último Metroid está en cautiverio....

AM2R is currently split into multiple projects. Besides the main game, there are features that are being developed in reduced versions of the engine, for faster compiling.
One of those had a lot of steady progress lately, and it's very close to be fully implemented in the game: Localization support.

Translating Confrontation to multiple languages was quite a challenge, and the results were mostly good. But one of the things I considered this time was Unicode support.
Now, if I manage to implement a good enough pixel font, there will be support for extended characters, and even more languages can be supported by the game.

The font I'm using now is slightly bigger than the old one, this also makes reading the logs a bit easier on the eyes.

The text in the game is still changing every once in a while, so translation efforts will be considered after the game is done. The game will be available in both English and Spanish upon launch.

As for the main project, I couldn't find that much free time this month. Area 5 is almost good enough for the testing phase to begin, but there's plenty of little details left to fix.
With some luck, the next update will have more cool stuff to show about the later areas.
Thank you all again for following the project, and remember to post any questions or suggestions either here or at the Forums.

I would suggest that you make it somewhat modular (or... something?), I think it should be simple for the user to get the game to choose one and that be handled by language files or something like that, rather than have to download an entirely different build.I understand how troublesome setting that up would be, though. But it'll be better that way if you plan on keeping the game updated.

Hi, I'm a student and I would like to contribute to this project by offering my skills as a translator, and maybe help you with the translations and texts while you work in other areas of the game. Of course I would totally do this for free. You can contact me from my email (theneo0z@gmail.com) or from my twitter: @TheNeo0z.

Hey, Dr. I can help translating to Spanish. I'm a native spanish speaker and I always like to contribute with English-Spanish translations for something I love!Hope you consider contacting me (ddnava@icloud.com)__________________

Hey Dr., if you ever want to translate the game to Brazilian Portuguese, know that I'm available. Also, if you do, make sure to have Portuguese from Portugal (pt-pt) and Portuguese from Brazil (pt-br) as separate languages. There's just enough difference that the two can't be grouped together.

Hello Dr. I 'd like a lot to help translating the game since i'm a french native. I can translate from English to French.I am waiting for your answer, if you feel like you are going to send me a message, here is my mail so we can discuss about it: passarbye@yahoo.fr (not from the AM2R forums, that is a coincidence)

PS: That is a very interesting update, I hope the game launches very soon!

Dr.m64 I would like to test this game out i am skilled not very skilled but skilled because ive been playing the updated version 1.41 lately and id like dedicate my skills into helping test this game out please consider me into helping you with this project.

Since this is a fan game that would actually be a terrible idea because valve would investigate the game for copyright infringement. Not to mention that Nintendo will also notice that there's a fan game getting too vast. They'll shut this project down. Porting it or even having a drm makes keeping this game so much more difficult.

Just come back after a year--so much improvement! I can't wait for the release. It's definitely getting along... maybe in the next 2-3 years? :)

Actually, I was thinking: as a bonus, would you consider (or are you planning) on including the original music? Maybe as a reward for beating the game, enabling the original gameboy music would be a lot of fun and nostalgic.

______________________________________________I remenber when y play this rameke in 2012!!Compared with the actually that's nothing!you're making an awesome job with this proyect and I hope you never leave it!I love the idea to translate because there's some people that don't know english and sure it would be wonderfull to they!Keep it up!! and greetings form México!

Hello, I've started playing version 1.34 again (didn't get around to completing it last time due to a surge of other games taking over)and I'm aware of version 1.41 which has recently been released. But I won't play that and instead will wait for the next update.

Anyway, I wanted to suggest an improvement which you could make with Samus' morph ball animation. It's something I noticed in Super Metroid and found it quite neat. In am2r project, when you are in morph ball mode, no matter which direction you roll/face, the morph ball is always spinning clockwise. It would be nice if you could tweak it so that the morph ball spins anti-clockwise after rolling left (or facing left to start with).

To conclude, I'm loving this demo as always and it's quite a fun challenge on hard mode. Keep it up!

@Rockman Trigger a C&D (or worse) is a real posibilityespecially with the poor reception the official games are gathering, and other fan projects getting cancelled, the situation is now probably more delicate than everyou may be excited, and granted, this one is several orders of magnitude safer than many other things... but crossing certain lines will spell doom for the game

Not sure if it is a bug. but when I had the Metroid count to Global; apparently the game still counted 6 "awake" Metroids and wouldn't reduce the lava, I was running around like a mad man trying to find the last 6. After a while I switched it to Local metroids to see if I was missing any. And all a sudded the Lava started to go down. I was playing the current 1.41 demo. And was in the last section. Just found it weird that it was still saying there were 6 Metroids alive, which would cause the lava not to sink. Might want to look at that.

make sure you animate the heck out of mother metroid eating you and vomiting you up! maybe with her sliding across the floor in goo with a clear impression on her body movements "did that really just happen" lol can't wait to see it!

last post i promise im just excited about this but i was dreaming about this game and had a funny idea for an after game fun kinda thing .. anyway what does everyone think about after you beat mother and get the baby metroid following you a sneaky hidden way back into the planet with the baby in tow and he'll eat the little creatures! sucking the life out of them and turning them to dust! then back to following you similarto those fire flys, you could make it like a permanent freeze but instead of blue, gray just to be simple about it. just something to keep the game fresh for longer ;)

Popular posts from this blog

After many years, I finally invested again in portable gaming.
I bought a new 3DS XL, just in time to play Samus Returns.

I don't have any means to record 3DS footage, so I took notes instead. Every time something interesting happened, I paused the game and wrote down my thoughts.
This might look a bit random and unpolished, but they're pretty much my honest reactions to key moments in the game. I'll let you know my overall impressions later in this post.

SPOILER WARNING!!!!!

Ok, this is my first 3DS game, let's see what all the fuzz is about...Holy shit, the cockpit of Samus's ship looks amazing in 3D. Alright... This is starting to hurt... Maybe using the 3D slider on 50% will work better.Ah, seeing the intro artwork in 3D makes a lot more sense than what I saw on trailers. Specially the one with the pirates stealing the Metroid.Wow. SR388 looks awesome in 3D. Oh. The effect looks fuzzy when the camera scrolls too fast, I'm having Avatar flashbacks. This would …

As you may know already, AM2R received DMCA notices in all the download hosts, and some parts of this blog. So far, no C&D letter was received.
This project began a long time ago, while I was actually trying to learn the programming side of Game Maker. Instead of moving on with something else, when I learned a better way of doing something, I reiterated and improved the old code.Eventually, I learned to program in C#. Now I'm making a living as a professional programmer thanks to what I learned developing a fan game.
Technically speaking, I'm satisfied.
Artists started offering help. First with the main enemies, then with sprites, enemies, bosses.The forums started to come alive with fans making feature suggestions, and always being positive and optimistic about the project. I added new contents, trying to be respectful about the established lore. Demo after demo people liked the game. Then the game was out, and for a brief time, players enjoyed the game they were expec…

Some time ago, the CEO of Moon Studios (creators of Ori and the Blind Forest) reached out with an offer. They needed a level designer for their upcoming sequel, Ori and the Will of the Wisps, and I was a potential candidate for the job.

I gladly accepted the offer. Ori is one of the many games I was able to enjoy lately. One can see the love and attention to detail that went into its design. I feel like I'll be right at home working with this team.
It's a pretty huge change in my life, since it's a full time job. But dreams are there to be chased, my family supports this decision and it could be the beginning of a new career.

I want to thank you again, awesome people that kept AM2R alive with your motivating words, your lets plays and reviews. Without you, I wouldn't be sitting here writing this post with a huge smile on my face.

As for my personal project, I'll keep researching and slowly expanding it o…